TheManaDrain.com
December 11, 2025, 04:52:15 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: [Deck Discussion] - Trini/Mud/TnT Hybrid - (Suicide Welder)  (Read 2385 times)
hippiedance
Basic User
**
Posts: 12

crazyhippiedance@hotmail.com NO2control
View Profile
« on: March 21, 2004, 01:48:26 pm »

I made the mistake a couple weeks ago of thinking this was only a welder mud variant when in actuality it has components of TnT and MUD...

anyway here is my deck list:

Land:
4x Mishra's Workshop
4x Volcanic Island
4x Badland
4x Underground Sea
4x Polluted Delta
/20 Lands

Artifacts:
1x Karn, Silver Golem
3x Darksteel Colossus
4x Trinisphere
4x Gilded Lotus
4x Smokestack
4x Tangle Wire
3x Metalworker
1x Sol Ring
1x Grim Monolith
1x Memory Jar
1x Black Lotus
2x Ensnaring Bridge
/29 Artifacts

Spells:
1x Time Walk
1x Wheel of Fortune
1x Ancestral Recall
1x Demonic Tutor
1x Vampiric Tutor
1x Mind Twist
1x Tinker
/7 Restricted Goodness

Creature:
4x Goblin Welder
/4 Non-Art creatures

=60 MD cards

SB:
4x Tormod's Crypt
4x Rack and Ruin
4x Blood Moon
3x Chalice of the Void

This is a deck i have been working on for sometime: recently though i have hit a wall where i cant figure out the next step... before i ran grim/basalt/tomb and only 1 metalworker... after reading other posts and discussing this with friends i realized that workers arent great late in the game but they become tinker targets and cheap blockers so i put in 3 workers. Also maybe an academy would fit well but i like the current mana base. I dont think i need anymore, maybe some need to come out.

The worst part of the deck is that you have a tendency to draw too much mana generators and not enough lock when it counts... but the deck is great if it gets going in the first 3-4 turns... for this reason for awhile i was calling it suicide welder... but it is almost a merge of tnt and welder...

The SB is for an artifact heavy, dual land heavy, power heavy and dragon heavy meta...

I guess i would like to see people's opinions of this deck and where people think it should go from here... if they think it should go anywhere Wink

I was thinking of adding a couple flings but it is more lock efficient when you can drop a colossus while the lock is in place so drawing this would almost always hurt me...

anyway please discuss....
Logged

Daddy made whiskey and he made it well
Cost two dollars and burned like hell
I cut hickory just to fire the still
Drink down a bottle and be ready to kill.
Smash
Basic User
**
Posts: 201


10830931 uiucMonkey uiucMonkey
View Profile
« Reply #1 on: March 21, 2004, 02:38:58 pm »

I am just not seeing how this is any better than normal TnT. This looks like a budget weird deck with blue power and lotus thrown in, where are the moxen?

Ensnaring bridge + darksteel is some synergy...



Darksteel also has bad synergy with welders. You should go the show and tell big stuff route, the stax route, or the TnT route. This odd hybrid has low disruption, not much acceleration, and not much pressure.
Logged

Estne volumen in toga, an solum tibi libet me videre?
BrokenNut
Basic User
**
Posts: 45


38679200 Jamison_C@hotmail.com BrokenNUt Jamison_culp
View Profile Email
« Reply #2 on: March 21, 2004, 03:40:11 pm »

The color splashes just don't seem worth it. Especially the blue. Why no thirst of knowledge? The card is amazing in artifact decks. And the black tutoring power seems really unnecessary in a deck with so much redundancy. And it doesn't mesh well with the 3spheres.

Also, definately add the 4th Metalworker and the academy. They provide WAY  too much accel in an artifact deck like this. And Im hesitant to play a deck with such little control and yet so few win conditions. Seems very dangerous, even if they win conditions are big beefy beats like the colossus that recur.

And why the bridges? I understand you can weld/smokestack them away when you are ready to swing, but there is just nothing better to protect yourself?

And a sidenote, this deck is very much wMud and very little TnT if any. TnT requires fast beats with survival engine abuse. This just has you setup a lock and eventually get out a win condition and win. I fail to see why this is better than wMUD in that case. wMUD has a better total lock, especially since the whole deck is based around it, along with a smoother mana base. And the win condition of either nothing or karn would seem superior than playing around and trying to cast an 11cc creature that still takes 2 turns to kill.
Logged

Mishra's Factory count: 235
Need more, if you have any, PM, I will trade/buy.

If we keep abusing Goblin Welders like this, eventually they are all going to go on strike.
hippiedance
Basic User
**
Posts: 12

crazyhippiedance@hotmail.com NO2control
View Profile
« Reply #3 on: March 21, 2004, 03:45:34 pm »

Quote
I am just not seeing how this is any better than normal TnT. This looks like a budget weird deck with blue power and lotus thrown in, where are the moxen?

Ensnaring bridge + darksteel is some synergy...

Darksteel also has bad synergy with welders. You should go the show and tell big stuff route, the stax route, or the TnT route. This odd hybrid has low disruption, not much acceleration, and not much pressure.


I took out the moxen because the mana base is allready strong and i am contimplating (spelling?) taking out more... The reason for the addition of the restrictions is because while using duals it doesnt affect the mana flow and with the drop of a blood moon, those 6 restricted cards dont become viable but not being able to play them doesnt affect the decks performance.

Ensnaring bridge and darksteel colossus is bad together: but the idea is to first set up the lock of tangle, smokestack, trinisphere (if one of these isnt present before the opponent plays a sizeable or annoying creature then drop a bridge it is almost always the case that when this deck gets going welding an expired wire for the bridge at the end of an opponents turn after having played a colossus is feasible 99% of the time. I understand they are kind of opposites but with the welders they work well together.

The whole point of my deck is the quick lock. Welders work to keep the lock in place, outing a smokestack for a wire, wire for stack etc etc... the colossus is the kill condition as well as the karn. I am debating removing the karn for a windfall or something along that line because of having tutors and restricted goodness he really isnt necessary: also having 3 colossus is plenty as well...

I understand the synergy argument of my lock and kill but colossus is a 2 turn kill and most always i can get one in play on the 5-6th turn after having the lockdown in play...
Logged

Daddy made whiskey and he made it well
Cost two dollars and burned like hell
I cut hickory just to fire the still
Drink down a bottle and be ready to kill.
jpmeyer
fancy having a go at it?
Adepts
Basic User
****
Posts: 2390


badplayermeyer
View Profile WWW
« Reply #4 on: March 21, 2004, 03:53:10 pm »

Wait, took OUT Moxes?  In an artifact deck? :<
Logged

Team Meandeck: "As much as I am a clueless, credit-stealing, cheating homo I do think we would do well to consider the current stage of the Vintage community." -Smmenen
hippiedance
Basic User
**
Posts: 12

crazyhippiedance@hotmail.com NO2control
View Profile
« Reply #5 on: March 21, 2004, 03:57:14 pm »

Brokenut you are right about thirst:

how about this:
Land:
4x Mishra's Workshop
4x Volcanic Island
3x Badland
4x Underground Sea
4x Polluted Delta
/19 Lands

Artifacts:  
3x Darksteel Colossus
4x Trinisphere
3x Gilded Lotus
4x Smokestack
4x Tangle Wire
3x Metalworker
1x Sol Ring  
1x Memory Jar
1x Black Lotus
2x Ensnaring bridge
/26 Artifacts

Spells:
1x Time Walk
1x Wheel of Fortune
1x Ancestral Recall
1x Demonic Tutor
1x Vampiric Tutor
1x Mind Twist
1x Tinker
4x Thirst for Knowledge
/11 Goodness

Creature:
4x Goblin Welder
/4 Non-Art creatures
Logged

Daddy made whiskey and he made it well
Cost two dollars and burned like hell
I cut hickory just to fire the still
Drink down a bottle and be ready to kill.
Smash
Basic User
**
Posts: 201


10830931 uiucMonkey uiucMonkey
View Profile
« Reply #6 on: March 21, 2004, 04:46:55 pm »

Quote from: jpmeyer
Wait, took OUT Moxes?  In an artifact deck? :<
Logged

Estne volumen in toga, an solum tibi libet me videre?
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« Reply #7 on: March 21, 2004, 04:53:25 pm »

Quote from: hippiedance
3x Darksteel Colossus


Worst win condition ever.
How is that better than Karn?
Logged
hippiedance
Basic User
**
Posts: 12

crazyhippiedance@hotmail.com NO2control
View Profile
« Reply #8 on: March 21, 2004, 05:52:25 pm »

i took out moxen cause they dont help to accelerate: like i said even with this mana base i get too much mana a zero casting cost that generates 1 mana doesnt fit well into this deck.


Why is everyone knocking colossus: he is indestructable, 11/11 with trample, tinkerable, well maybe i should add a couple show and tells but still he is playable in this deck because of the massive amount of mana you can generate...


instead of bashing help me: i wouldnt have posted if i didnt want help.

TOAD: why do you think he is a bad win condition? why is karn better? wanna elaborate? i thought this is what this site is all about...
Logged

Daddy made whiskey and he made it well
Cost two dollars and burned like hell
I cut hickory just to fire the still
Drink down a bottle and be ready to kill.
Clown of Tresserhorn
Dip Dub Deuces
Full Members
Basic User
***
Posts: 610


Needs more Cowbell


View Profile
« Reply #9 on: March 21, 2004, 06:12:30 pm »

Quote
i took out moxen cause they dont help to accelerate: like i said even with this mana base i get too much mana a zero casting cost that generates 1 mana doesnt fit well into this deck.


wow...is that the biggest oxymoron I've ever heard. How is your deck not faster by putting in moxes? You get first turn metal workers without workshop...plus, you can go first turn tinker MUCH more often. Not to mention, late game they still weld into more important stuff. Seriously, unless you get a first turn workshop, I don't see you accelerating very much on the first 2 turns. You're running grim monolith and not moxes or even mana crypt. I'm definitely confused. You can't consider gilded lotus as acceleration, because you can't reliably cast it till turn 3, and thats IF you get a workshop. Seriously, I'm not bashing you, but if you make comments like "moxes don't help accelerate your deck." people won't really take you seriously.

The reason Karn is better is this: The second it hits, you've basically won. Instead of having a clunky 11/11 uncastable creature in your deck, you can run a single karn, which can animate your stax and wires and win, just like collosus, with the added bonus of having a mox monkey effect. Not to mention he is actually castable. I know welderMUD got insane amounts of mana, but it would much rather use it for lock effects than a 11/11.
Logged

"Fluctuations"
Asian man: "Fluck you white guys too!"

The Colorado Crew: "Don't touch me, I have a boner."

Team Meandeck
jCoKn
Basic User
**
Posts: 85



View Profile
« Reply #10 on: March 21, 2004, 06:21:02 pm »

If you like the colossus so much, only play 1 then tinker him in. That gives you 2 spots, in which you should play Karn.
Logged

Remember: Winners go home and fuck the prom queen and the losers sit at home whining about it.    -Jazzykat

The Quad Entente - Yeah, we're all terrible
                           - Yeah, 3/4 members t16 at Waterbury V
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.195 seconds with 20 queries.